So, I put this build together just to mess around and have some fun. I have found that it is very consistently getting 300-500 damage with a surprising amount of games getting over 600.
Just remember to shoot and scoot.

Then sometimes you get a cold map and good things happen... Well almost. Got down to a 1 vs 2 against two Stalkers. They started capping the base, so I went in and got one of them. Then me and the last Stalker traded side torsos. A little dancing later, I take off his other side torso and then suddenly die. I thought I had un-engaged the override. Guess not. gg

Less crazy! The HPS on heavy lasers is the same as ERML, due to the long cooldown. Works perfect for a real Shoot'n'Scoot!

Since ERML and the HML are in the same ghostheat bracket though, I guess you won't be alphaing, just HLL&ERML, or HLL&HML.
Here's a version that can shoot (and scoot) more often. Less range, though a high-mounted HLL probably does wonders!

If the lack of range bothers more than a lack of alpha, this could be considered:\ as an alternative to the earlier iteration, which also restores head armor to increase survivability in case of an airstrike o.s.

Longer CD and more heat aren't a problem if you can hide behind your fatties. It's less focused, but 10 dmg over 1.45 sec is 6.9 dmg/s for the duration of the beam. 7 damage over 1.25 sec is obviously less. Even if the beam lasts longer, if you're in the optimal range, the Heavy Laser will do more damage per timeframe than the ERML, and thus be better at dealing focused damage (but more so at damage in general because the Pulse Laser is the king of high dmg/time).

Engagement Range and corresponding damage profiles are very important here. Whether the light is going to run around you in circles of radius 360m, 50m, or just snipe with ERLL will affect the damage you can do with each laser. I want the highest DPS during the beam, so that 'when' I fire and sweep across components, I will deal the optimal damage. At ~320m, ERML will deal more DPS than HML. MPL outperform both until 455m, where ERML takes over (but they are twice as heavy, so on this kitfox the ultimate firepower would be diminished). Most skirmishes between lights fall well within 320m in my experience.

Cooldown is an important, but very subjective factor, that often tends to lean in favour of weapons with a longer cooldown. The key thing is, that while you're not shooting, you can do something else (like hide in cover, twist damage, run for your team, aim the next shot, etc.). You're generally not able to fire all your weapons right when they get off cooldown. You need to take into account terrain, aiming, your own positioning, before you know you can fire a weapon effectively. Therefore, the DPS of the HML can become even higher compared to ERML, as you might have to wait for all these things to align with the ERML ready to fire, while you can also do it while still waiting for the cooldown of the HML. It's often psychological though that when you're firing less often, you percieve to be doing less damage when that damage is not instantaneous like an AC20, while the difference isn't that much and you might even be dealing more.

Beam Duration is a tricky one, and kinda ties in with the previous argument. There are going to be less opportunities if you have to make sure your 1.45 seconds beam hits, instead of a 1.25 seconds beam. This means you'll generally wait more often, or deal similar damage but with a much higher cooldown, when taking HMLs over ERMLs. Then again, a longer duration also gives you more time to adjust your aim while firing onto the leg of choice, and 1.25 isn't that much shorter than 1.45 seconds anyway. If duration is the argument, you might as well run SPL or uPL.

In the end, the difference is only marginale and generally down to preference. There's definitely something to be said for ERML to increase your optimal engagement range greatly. Above 320m you'll be more effective than HML, which is useful for such high mounts and while supporting the second line of mechs. There's also something to be said for HML, as their higher total damage make them much more effective as a component killer frontline support, and generally higher DPS/lower APM (firing less frequently helps to focus on other things) helps in duels.

That was way too many words, but there are the arguments why I'd probably prefer 4HML over 4ERML in my games. I fight from shorter ranges and am careful with my shots. Here's the uPL boating version I mentioned: (You can also go for HSL)

Engagement Range and corresponding damage profiles are very important here. Whether the light is going to run around you in circles of radius 360m, 50m, or just snipe with ERLL will affect the damage you can do with each laser. I want the highest DPS during the beam, so that 'when' I fire and sweep across components, I will deal the optimal damage. At ~320m, ERML will deal more DPS than HML. MPL outperform both until 455m, where ERML takes over (but they are twice as heavy, so on this kitfox the ultimate firepower would be diminished). Most skirmishes between lights fall well within 320m in my experience.

Cooldown is an important, but very subjective factor, that often tends to lean in favour of weapons with a longer cooldown. The key thing is, that while you're not shooting, you can do something else (like hide in cover, twist damage, run for your team, aim the next shot, etc.). You're generally not able to fire all your weapons right when they get off cooldown. You need to take into account terrain, aiming, your own positioning, before you know you can fire a weapon effectively. Therefore, the DPS of the HML can become even higher compared to ERML, as you might have to wait for all these things to align with the ERML ready to fire, while you can also do it while still waiting for the cooldown of the HML. It's often psychological though that when you're firing less often, you percieve to be doing less damage when that damage is not instantaneous like an AC20, while the difference isn't that much and you might even be dealing more.

Beam Duration is a tricky one, and kinda ties in with the previous argument. There are going to be less opportunities if you have to make sure your 1.45 seconds beam hits, instead of a 1.25 seconds beam. This means you'll generally wait more often, or deal similar damage but with a much higher cooldown, when taking HMLs over ERMLs. Then again, a longer duration also gives you more time to adjust your aim while firing onto the leg of choice, and 1.25 isn't that much shorter than 1.45 seconds anyway. If duration is the argument, you might as well run SPL or uPL.

In the end, the difference is only marginale and generally down to preference. There's definitely something to be said for ERML to increase your optimal engagement range greatly. Above 320m you'll be more effective than HML, which is useful for such high mounts and while supporting the second line of mechs. There's also something to be said for HML, as their higher total damage make them much more effective as a component killer frontline support, and generally higher DPS/lower APM (firing less frequently helps to focus on other things) helps in duels.

That was way too many words, but there are the arguments why I'd probably prefer 4HML over 4ERML in my games. I fight from shorter ranges and am careful with my shots. Here's the uPL boating version I mentioned: (You can also go for HSL)

Click to expand...

My thought bubble falls on er medium for two reasons, one if your getting hit from extended range your basically giving the enemy free damage if they catch you in the open saving their heat ammo bar. 2 I can kill them quicker which lets me pocket more armor from our little confrontion and i can do this for other teammates too. A longer reach means I have more control of the battle field which means i can pick whoever the hell i want to save. Er mediums are very good team play for big pay weapons. You can even mount 6 of them over those 3 slot underpreforming one shot wonder heat guns.

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